Aeromancy is the magic of controlling the air, the winds and the weather.
See The Magic Sphere for more information on the society of Aeromancers.
Please note that example uses are only suggestions, and magical spells can be anything that fits with the specialisation.
Aeromancy Alteration is about controlling the winds and the weather itself to how you see fit. The winds and the air are at an Alteration Aeromancer's fingertips, to be shaped and moved to their will. This can be used for a variety of things, including but not limited to levitation and flight, weather control, creating portable whirlwinds, and spawning or averting natural disasters.
Novice - you are capable of manipulating light forces of air.
Examples: enhancing paper aeroplane flight performance with a little gust, making a picnic more pleasant or making someone's day a lot gloomier by conjuring up or dispelling clouds, moving very small objects with the air.
Apprentice - you are capable of manipulating strong forces of air.
Examples: manipulating sailing boats and breaking umbrellas with a strong wind, spoiling or saving a barbecue by bringing in or shooing away storm clouds, moving small objects such as household animals with the air, levitating yourself a short distance off the ground.
Adept - you are capable of manipulating very strong forces of air.
Examples: causing minor flooding and storm damage with gale force winds, wrecking campsites by whipping up a thunderstorm, moving large objects such as cars with the air, levitating yourself off the ground (minor flying).
Master - you can capable of manipulating incredibly powerful forces of air.
Examples: wrecking farms and destroying houses with hurricane force winds, preventing tornado damage by dissipating a tornado, whipping up monsoon-level weather, moving incredibly large objects such as ships or trains with the air, flying like Superman.
Aeromancy Enchantment manifests in the ability to conjure air spirits of varying sizes and strengths and have them embody items, potions or clouds. This allows the Aeromancer Enchanter to, for example, imbue items with levitation and wind powers, create great guardians from the clouds and the storms, or to create potions granting powers of the air.
Novice - you can summon and enchant items and potions with minor air spirits.
Examples: enchanting gloves to bestow minor levitation powers, enchanting a small living cloud of mist with novice air powers for a few minutes.
Apprentice - you can summon and enchant items and potions with mid-level air spirits.
Examples: enchanting a sword to pack an electric punch, enchanting a normal living cloud of mist with apprentice air powers for ten to fifteen minutes.
Adept - you can summon and enchant items and potions with major air spirits.
Examples: enchanting boots of flight, enchanting a necklace of feather falling, enchanting a cloud in the sky to come down and be your personal guardian with adept air powers for an hour.
Master - you can summon and enchant items and potions with incredibly powerful air spirits.
Example uses: enchanting a potion of major invisibility, enchanting armour to deflect missiles, enchanting a storm to come and protect your Fortress of Doomâ„¢ with master air powers for a day.
Aeromancy Evocation is the use and control of winds and weather for use as offensive weapons, using lightning and wind as their tools for destruction from light sparks to full on lightning storms. Note that the control of lightning here is not refined enough to control electronics, although could most certainly be used to fry circuits.
Novice - you can cast minor offensive air spells.
Examples: weak lightning bolts, small slaps of wind.
Apprentice - you can cast mid-level offensive air spells.
Examples: fairly strong bolts of lightning in battle, directing sudden strong winds to hit an opponent.
Adept - you can cast major offensive air spells.
Examples: nigh continuous lightning, hitting people with strong punches of concentrated air.
Master - you can cast incredibly powerful offensive air spells.
Examples: enormous bolts of lightning, hurricanes filled with death, launching tornados at your foes.
Aeromancy Illusion is the stilling of your surroundings or yourself to allow you to blend with the air and ultimately become invisible as you become one with the air around you, or creating sounds that simply aren't there by manipulating the air.
Novice - you are capable of casting minor air illusion spells.
Example uses: moving silently through a forest, stilling the swish of a curtain, creating a whispering sound in someone's ear.
Apprentice - you are capable of casting mid-level air illusion spells.
Example uses: skulking on the moors, becoming invisible in the bleak midwinter, hiding in the night, concealing something in dry ice, creating whispers of actual words in someone's ear.
Adept - you are capable of casting major air illusion spells.
Example uses: sleight of hand with impressively large objects, blending into the winds, rendering objects the size of a dog invisible, creating direct speech into someone's ear.
Master - you are capable of casting incredibly powerful air illusion spells.
Examples: phasing into the air to become invisible, hiding bodies, hiding tanks, hiding entire skyscrapers, creating disembodied shouts and screeches that have no source.
Aeromancy Protection manifests in the protection of an individual by deflecting offensive projectiles with sharp, strong bursts of wind, ultimately cocooning yourself in air, or embodying the speed of the wind to allow you to dodge with impressive dexterity. It also manifests itself in the ability to heal - particularly the respiratory system, where oxygenation from the air is paramount.
Novice - you can cast minor air protection spells.
Examples: deflecting or dodging small, slow projectiles thrown at you, deflecting a stone thrown at you, providing air to someone feeling faint.
Apprentice - you can cast mid-level air protection spells.
Example: deflecting or dodging large slow projectiles, deflecting or dodging many small slow projectiles, changing the path of a rock thrown at your head, deflecting an entire bag of gravel, curing a cough.
Adept - you can cast major air protection spells.
Example: deflecting or dodging small fast projectiles, deflecting or dodging many large slow projectiles, dodging bullets, deflecting a rockslide, clearing lungs.
Master - you can cast incredibly strong air protection spells.
Example: deflecting or dodging fast projectiles of any size, redirecting missiles, dodging a gattling gun, resuscitating someone who was drowning.